Interaction Free Dressing of Virtual Humans

A. Fuhrmann, C. Groß, V. Luckas und Andreas Weber
In: Computers and Graphics (2003), 27:1(71-82)
 

Abstract

We describe an interaction free method for a geometric pre-positioning of virtual cloth patterns around human 3D-scans. Combined with the following physically-based sewing simulation a fully automated dressing of virtual humas becomes possible. This reduces the time needed for dressing virtual humans by eliminating the time needed for the interactive placement of the cloth patterns in previous methods, where the patterns have to be pre-positioned by user interaction. The result of your pre-positioning method is computed in less than 0.3 sec CPU time for various examples on current PCs and designed to converge efficiently in the simulation step afterwards.

Stichwörter: Interaction Free Dressing, Virtual Humans

Best Paper Award

Bibtex

@ARTICLE{fuhrmann-2003-interaction,
        author = {Fuhrmann, A. and Gro{\ss}, C. and Luckas, V. and Weber, Andreas},
         pages = {71--82},
         title = {Interaction Free Dressing of Virtual Humans},
       journal = {Computers and Graphics},
        volume = {27},
        number = {1},
          year = {2003},
  howpublished = {http://www.elsevier.com/gej-ng/10/13/20/95/25/33/abstract.html},
          note = {Best Paper Award Computers {\&} Graphics 2003},
      keywords = {Interaction Free Dressing, Virtual Humans},
      abstract = {We describe an interaction free method for a geometric pre-positioning of virtual cloth patterns
                  around human 3D-scans. Combined with the following physically-based sewing simulation a fully
                  automated dressing of virtual humas becomes possible. This reduces the time needed for dressing
                  virtual humans by eliminating the time needed for the interactive placement of the cloth patterns in
                  previous methods, where the patterns have to be pre-positioned by user interaction. The result of
                  your pre-positioning method is computed in less than 0.3 sec CPU time for various examples on
                  current PCs and designed to converge efficiently in the simulation step afterwards.},
           doi = {10.1016/S0097-8493(02)00245-5}
}